Messed with arcade on ridiculous difficulty and found a weird AI bug. As had a team of filia, cere and parasoul, opponent was val and another char, Val comes out, I cross up j.hp, she activates her super counter and is successfull and then... Is stuck in the guard animation. Sadly I couldn't record, was pretty funny tho.

"‎I don't know if you've ever let someone down, got your ass kicked or straight up failed. But those are the moments that define us. They push you further than you've ever thought possible, and force you to make choices. No matter what the cost." — Cole MacGrathCheck out my youtube channel here!Skullgirls: Hamburger/Befstróganov/Filet Mignon ლ(´ڡ`ლ)

On the new patched I did Double's level 3, and it killed the opponent (Filia) but since it's a cinematic it kept going anyway, but then a Lenny bomb hit Double (and maybe Filia, can't remember) out of it, and they both lived. By the time the bomb went off Filia was well past death.

On the new patched I did Double's level 3, and it killed the opponent (Filia) but since it's a cinematic it kept going anyway, but then a Lenny bomb hit Double (and maybe Filia, can't remember) out of it, and they both lived. By the time the bomb went off Filia was well past death.

So Filia was on point and had 0 health? Well since the opponent doesnt die until the cinematic is finished and Double can be interrupted after a certain time, I suppose it's possible....

On the new patched I did Double's level 3, and it killed the opponent (Filia) but since it's a cinematic it kept going anyway, but then a Lenny bomb hit Double (and maybe Filia, can't remember) out of it, and they both lived. By the time the bomb went off Filia was well past death.

Double is vulnerable to all attacks after she turns into Filia, so she can be interrupted during her level 3.

Painwheel's HP and MP Gae Bolga Stinger does not hit Cerebella at point-black range. At least, not on full charge.Her HP stinger completely misses while her MP misses 2 of the stingers.Painwheel's stingers do hit other characters, so this has to be fixed right? It's just hitboxes though :x

Just messing around in training and noticed this. IPS triggers, the first time, but not the other two. At first I thought it might have something to do with Lenny, but the naked item drop means it's something else.

Just messing around in training and noticed this. IPS triggers, the first time, but not the other two. At first I thought it might have something to do with Lenny, but the naked item drop means it's something else.

argus most likely starts a new chain, or is at least considered the end of a chain, however the teapot is the first hit of the new chain; since it was already used during stage 5, it triggers ips.

argus most likely starts a new chain, or is at least considered the end of a chain, however the teapot is the first hit of the new chain; since it was already used during stage 5, it triggers ips.

What I'm getting at is that the effect of the item drop should be consistent, since it happens at the same point in the combo. It should always trigger IPS. The first two times were both cancelled into a super, but only one triggered IPS. The third time eliminated supers from the equation, but didn't trigger IPS. I think it might be sometimes considering the drop to be chained from j.hk, for some reason. The time with Argus might have just been one of those times where it wasn't. Need to test some more.

If I leave it at that, everything is fine and dandy. However if I try to dash cancel at the end, I get IPS to trigger on about the last hit or 2 of hairball. I just double tap to dash cancel hairball if that has anything to do with anything. It also doesn't seem to always trigger IPS, but happens often enough to where its a problem.

I found some kinda messed up stuff. The easiest way to check it is going to training and setting the dummy to block all and pushblock the first hit, and pushblock always. I'm calling it Double-push.

Cerebella's s.mk, j.hk, j.hp, Diamond Dynamo (if done from a distance), Diamonds Are Forever, Filia's s.lk, s.mp, and Parasoul's s+f.hp (which only works when you do s.lp, s+f.hp, then hit s+f.hp at the right time after the first push) all get pushed twice. It wouldn't be so bad if it was just the computer, but this can be done by hand as well without much difficulty. Also, the j.hp or the j.hk (left my notes elsewhere) won't be double pushed by airblocking opponents.

Also, if you attack a jumping, autoblock, pushblocking dummy the second the land on the ground, they will get hit.

And lastly, I may have found an unblockable... but I can't be sure. As Cerebella against Peacock, a c.mk, j.lk (these two combo), pause, crossup j.lk will only be blocked occasionally (with auto block and pushblock on). This manuever never hits on other opponents, haven't checked every one because I don't think it really is important (as in it probably isn't an unblockable), they block it successfully even with varied timing.

The double-push is a legit bug, you can push again for 1f after a pushblock that had blockstun remaining during it. The push-once dummy only does it if your blockstun is the pushblock length, because technically your blockstun reaches 0.
(If you're really concerned, record a blank dummy recording, just push Select 3x, and set it to play on reversal. They'll only push once.)

The jumping dummy getting hit on landing is pushblock->regular fall state->landing->jump startup. You can't block during jump startup, but you can block during the landing frames if you weren't attacking. Though I did just notice that jump/all guard/push once will doublejump after pushblocking, hah.

The last one isn't an actual SF4-style unblockable, it appears that the training mode block direction passed to the character may be laggy by 1f if the character would have to turn around on the frame they blocked. Bah.

But, yeah, can that Double-push be fixed? Also, I couldn't find any other moves that activated double-push. Are there any that can be done by hand, but don't register on the dummy?

Well, anything can be fixed, but that would entail submitting another patch.

If you manually ended up pushblocking with 26f of blockstun left, you could theoretically do this off any attack with more than 26f of blockstun as long as you pushblocked on the correct frame (after hitstop). The dummy does it on the attacks they do because they have exactly 26f of blockstun and it pushblocks as soon as possible.

second s.hk hit doesn’t connect with Valentine or Double crouching.s.hk doesn’t hit Cerebella after c.mk if not done immediately. Also, j.hp refuses to hit Bella after a c.mk if there's any amount of glide. Both hit crouching-dummy Bella though.

Also, is the j.mk not hitting high an actual bug, or done intentionally?

"Yo. Been wanting to bring this to someones attention, Skullgirls is not categorized under anything in the PSN store. Not even fighting game or arcade game. Makes it rather difficult for people to find unless they have heard of the game beforehand.
Someone should fix that."

I haven't been able to check this myself, but this is not really a good thing if it's true

Hmmm... when I first started this game, I swore up and down that Excellebella WASN'T unblockable during the opponents early jump frames. Looks like I was kinda right. Excellebella won't always be unblockable on a jumping opponent. In practice mode, it has been blocked by Peacock, Painwheel, and Filia (didn't check Parasoul, Ms. Fortune, or Double). This seems to need the opponent to be on the very edge of the hitbox, and I found it easiest to see on Painwheel and Peacock. Simply set the opponent to jump/autoblock, and try to catch the opponent at the very edge of your hitbox. Valentine and Cerebella seemed to always get hit, but I could be wrong/missed the right positioning.

When I hit HOME, gameplay is paused. There are no idle animations or anything. When I hit HOME again to return, it gets stuck in the faded screen as it's trying to return to the game and I am forced to restart my PS3.

Not all the time, but occasionally.
It also happens when I'm playing online with the same frequency.

I just tried it again and it happened.
I'm in training mode, same characters, I hit HOME and scrolled over to the message box, then hit HOME again to go back to the game and it froze. It's stuck at the loading circle thing before it would return to the game.

This is pretty minor but sometimes in training mode Fillia/Samson's voice only plays on the right side regardless of where she is on screen. All other sound effects and voices are normal though and the problem goes away after exiting training mode.

The same as posted by me here, shown with a Vid by guitalex(?) somewhere, and guess-exlained by me here.
Mike answered this in response to the Vid, but I don't find that atm. There is some mislabel or whatever which causes this behaviour (if the opponent lands during Airball and then gets hit by another hit of it, it triggers IPS).

Once-per-jump (or twice for flight) actions like double jumps, airdashes, cereplane, and airball appear to have their flags reset only when you jump. If you use one, land, and then get launched into the air by an opponent, you can't use it if you recover in midair. You have to jump from the ground in order to re-enable the air action. This applies to each individual action used, so if you used up your double jump but not your airdash, you can still use your airdash after recovering in midair. I tested this with Fortune, Cerebella, Valentine, Peacock, Filia, and Painwheel's limited use air options, against launchers or air combos from Parasoul, Fortune, Painwheel, and Filia.

So it turns out I'm not actually free to lame-ass Parasoul crossunders, yay! Except I'd rather be free to that then have this glitch exist. Oh well.

Just had Excellebella blocked again, in a real match, this time by Valentine. Had her backed into a corner, knew she'd jump, didn't matter. I've seen half the cast block it in a real match, so I'm now operating under the assumption that they all can.

Excellabella is 1f throw-that-will-only-connect-on-the-way-up, then 1f blockable-hit-vs-air. The throw portion is the unblockable, the hit portion is for comboing.
If you happen to leave be grounded during the throw frame and jumping during the hit frame, you can block it. (ABA's keygrab is a similar throw-then-hit, so if ABA times it poorly you can block it.)

I actually can fix it by implementing it a different way, I recently realized, but too late now. :^P

Console : PS3
Console model :CECHG01
Hard drive size : 40 GB
Game mode glitch occurred in : Attract
Team and assists you used (if you remember) : N/A
Team and assists opponent used (if you remember) : N/A
Stage being played : N/A
Type of glitch : Sound
Other : During Attract mode, the music doesn't properly line up with the video. The switchover from choir aahs to the fast-paced main theme happens about 1s before when Marie flashes on the screen with the caption "The Skullgirl", instead of when it starts to show the cast (as in all the Youtube videos showing how attract mode is supposed to look).

Twenty years from now, fifty, a hundred, nobody will remember what games we played, or who won or lost.But that's okay.Ain't nothing under the sun that lives forever.HebelHebelim on Twitch and PSN

Well I guess to wrap this up (SRK forums'll be down for a week):
- Fortune low j.MK -> combo stage 5 isn't intentional, but it does have to do with the fact that her point touches the ground during that move and then comes off it.
- Attract mode lining up just has to do with the loading speed of your console, nothing we can really do. >.<
- Bye!

Type of glitch : Gameplay, Sound and Other (like hardware freeze)
Other : Loading screens last a lot of time

I just downloaded this game for my friend's Xbox 360 and we have a lot of troubles. In the intro's cinematic the transition between images it's too long, the musics de-syncs from the images that are supposed to be showed.

The loading screens are long, i've played this on PS3 and the loading time is not nearly as long as it is on xbox.

Finally, when we are playing in combat mode, sometimes the the sprite disappears and the boxes showing the hitbox of the character are showed.

When i was downloading the game i noticed the download was around 80% and it suddenly finished alowing us to play the game. I don't know if this has something to do.

hey mugi. i play it on 360 have since it came out, and the loading screens are always been long, and when the hitboxes show thats all normal, as for the music desyncing in the opening, i have never had that happen to me. you also have to remember mugi that xbox doesnt have the patch yet either.